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Combat situations

Strategy and Tactics

#93423

Re: Combat situations

If you tell a AC to target a sniper will it follow and chase down the sniper?? Or will it stop following it once the sniper cloaks again ??? If you click on the sniper I would imagine the AC would target the sniper :P. Never tried it though :P
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#93425

Re: Combat situations

Right clicking a unit will ALWAYS force your unit to engage that enemy unit. However, this stops the AC from moving which is why it's frustrating chasing snipers when you have to constantly click to attack the sniper and then make move orders, constantly taking into account the AC's burst pattern and turret rotation. Giving a unit a move order will cause it to move and revert to its normal weapon priorities.
If you get into an argument with me, you're wrong.

Last edited October 9, 2011 at 5:36 AM by GodlikeDennis

#93703

Re: Combat situations

Can a Brit HQ truck set up in unconnected territory? For example if a tommy section captured a fuel point but a strategic point seperated it from your base sector, could you still set up in it? I never tried it so I wouldn't know :-\.
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#93706

Re: Combat situations

Yes, it can, which is another gay feature about the Brit feature of bus-fucking resource points.  You can't ever totally cut them off from any resource.
#93707

Re: Combat situations

Yauz wrote:
which is another gay feature about the Brit feature of bus-fucking resource points.


I always thought it was called bus humping or resource humping XD. Or at least thats what I read somehwere :P

Are PE schiwm incinderay traps worth using? I notice alot of ppl like using the schwim (I don't, I just prefer booby trap) but are the incinderay traps effective or is it like having a PE grenade exploding under you ??? I also heard schiwm can lay teller mines or no?
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Last edited October 11, 2011 at 7:21 AM by Fishhunterx

#93711

Re: Combat situations

Tank Hunter Schwimm is the only one worth using, since you can lay (normal) mines rather than get the shitty rudimentary repair.

Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player. The incendiaries are cool but rarely do much damage. At least they're cheap. The Ketty booby trap is utterly useless since it takes too long to go off compared to PG ones. Even average players should easily avoid it every time.

The actual effect of the incendiary is that, once triggered, spawns 3 or so spots of fire on the ground. However, they tend to scatter a bit and will rarely actually hit enemy troops and even then they have to stay in the fire for it to do any damage. If they do though, it can deal some decent damage. It is most useful for making the enemy troop AI dive for cover so can slow an enemy advance by a little.

Luftwaffe should always use a cloaked Ketty over the mark target Schwimm.
If you get into an argument with me, you're wrong.
#93769

Re: Combat situations

Will the incindeary trap have any effect on vehicles ???

Also how do you counter fast MHT as US? I know I asked b4 about countering MHT but that Q was for countering it later in the game when the enemy has more PG but you have Hellcats and M8.

But what about early on when you have no Motor Depot ???. I know you can try and rush it but with a wall of G43 PG protecting it it can be tough :-\. A least for me. Also it can also run away which gets annoying >:(. You can try flanking it and sticky bombng it but it can  usually still run away.
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Last edited October 11, 2011 at 10:30 PM by Fishhunterx

#93774

Re: Combat situations

You can totally ignore it until you get motor pool or tank destroyers.  As USA your riflemen should constantly be on the move anyways, so they aren't very vulnerable to mortar attacks in the first place.

Even in combat, just spread out, and move a little bit every 5 seconds or so in an unpredictable manner, and you should be fine.  The time between the MHT gunners aiming the shell and the shell actually hitting is huge.  The mortar halftrack's main function isn't to do much damage, since it really sucks.  Its main function is to get you desperate and make you charge your troops recklessly out of cover so that his PGs can cut your balls off.  Stay calm and don't play into his game, and you'll be fine.

It takes 40 FU for that mostly worthless thing, which will noticeably slow down PE's teching.  If he chose to get MHT that early, he shouldn't have ACs.  If he happens to have both the MHT AND ACs, he will be lacking the AT HT, and in that case your eventual Gayhounds will cause him to say gg or at least tear him a new asshole.

Last edited October 11, 2011 at 11:00 PM by Yauz

#93833

Re: Combat situations

GodlikeDennis wrote:
Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player.


imo traps costs the allie-player a lot of micro... thats the power of these abilities
#93834

Re: Combat situations

donthateme wrote:
GodlikeDennis wrote:
Both the Schwimm and Ketty abilities for SE are crap and won't really do anything against a decent player.


imo traps costs the allie-player a lot of micro... thats the power of these abilities


Yah and in the first minutes of the game you are able to trap a forward point quickly and increase the time the enemy needs to capture. Also the burn mine of the swim is quiet useful with brit infantry without a speed bonus or being upgrade to recon squad.
I identify as a four-eyed bird man. /s
#93839

Re: Combat situations

Ketty traps are totally worthless in my opinion. They take a ridiculously long time to go off and have a very long cooldown. PG traps are awesome though.
If you get into an argument with me, you're wrong.
#93849

Re: Combat situations

QuoteKetty traps are totally worthless in my opinion. They take a ridiculously long time to go off and have a very long cooldown. [...]


It cooldown decreases if you unlock the boodytrap strategic points ability in the command tree.
I identify as a four-eyed bird man. /s
#93853

Re: Combat situations

By that time you may as well just place a standard PG one that is infinitely better. Perhaps lay some wire across the point to make microing difficult for him too.
If you get into an argument with me, you're wrong.
#93905

Re: Combat situations

GodlikeDennis wrote:
By that time you may as well just place a standard PG one that is infinitely better. Perhaps lay some wire across the point to make microing difficult for him too.


The wire idea is actually pretty good.

I never knew the cooldown went down for kettenkrads :P. By how much ???
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#93911

Re: Combat situations

I have my own questions.

One: In response to GodlikeDennis's wiring quote for SE, I' like to know, assuming that SE is selected, if PGs and Luftwaffe Ground Squads gain the wiring ability, or if only one gain it.

Two: Does offensive vet do more for Falls than defensive vet?  Reason being is that in a lot of games, I get vet 3 full offensive falls, yet they seem to do around the same damage as vet 0 falls, while they die just as fast too, from not having any defensive vet.  Does the FG42 just not benefit as much from the Reload bonuses as G43s do since they are full auto in the first place?
#93912

Re: Combat situations

I think I can help for once :D

PG will gain barbed wire abiltiy once Road blocks are acquired, I assume thats what wiring means ???. LGF are a diff doctrine all together but they come with sand bags and wire. Like Volks ;D

From what I've heard Falls should get Vet 1 off b/c if they get any higher vet they wont benefit as much from their cloak ability. Since lvl 2 and 3 off vet will increase the Falls fire rate significantly, thus they will not have a chance to cloak.

IDK how off vet affects their wep specifically but I just know that getting more than 1 off vet for Falls lowers their cloak advantage. I think it makes their rifles so more dmg ???
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"Grenadiers! Fall In!!"
#93917

Re: Combat situations

PGs barbed wire is a different entity than LGF barbed wire, meaning that both appears only on each unit.

PGs have a barbed wire that requires certain upgrade from SE tree to shows up. But they always have it, although hidden.

LGF have a barbed wire that requires the first upgrade from Luftwaffe Tree to shows up, coincidentally(or not :P?), it's the same upgrade than unlocks LGF so it is not noticed(also, a bit pointless to have such requirement IMO).

So, no; SE bloackroad upgrade bonuses only affects PGrens, because they have those abilities hidden and the upgrade unlocks them, while LGF don't have any of them.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#93928

Re: Combat situations

Falls have a burst fire weapon with lots of ammo, so they benefit less from the cooldown and reload bonuses but benefit LOTS from the accuracy bonuses. You can't ever go wrong with giving a unit defensive vet (except maybe the flaks). Its bonuses are universally good.

I dunno if that cloak thing that Fhx said is true or not but I can say that Falls get some pretty awesome damage output with vet3 offensive.
If you get into an argument with me, you're wrong.
#93950

Re: Combat situations

IMO Falls only really start doing noticeable damage in mid-close range only when their enemies actually charge.  Even at vet 3 offensive, long range damage seems to be as minimal as if they were at vet 0.

IMO def vet is more useful because I think it will help Falls survive PPS43 Guards better.  The biggest bonus for offensive is the cooldown / reload rate IMO, and since its not that useful for FG42s, I'd rather choose defensive for full bonuses rather than offensive for half-bonuses.

Last edited October 13, 2011 at 7:37 AM by Yauz

#94522

Re: Combat situations

How many kettenkrads do you suggest making? I usually forgo a 2nd ketten. But what do you suggest? 2? Even 3?(thats alittle too much :P) And do certain maps fair better with multi kettens or are they relatively the same ???
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#94524

Re: Combat situations

I never build a 2nd Ketty (at the start). I always use my PGs to cap a few points before grouping up while the Ketty travels around and caps.
If you get into an argument with me, you're wrong.
#94564

Re: Combat situations

2 kets vs. Brits, 1 vs. Americans.
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CoH name: totalrecall
#94758

Re: Combat situations

Whats better? Soldier or elite armor?

And is it just me or does the Staghound take forever to kill :P? I had 2 paks and two gren squads with shreck and 4 staghounds charged me (it was a team game, my teammate lost all his units + never recouped and the brit was saving up stags)

The paks hit the first stag and it only lost like half its health. A shreck hit it and then it lost like 3/4 of its health. But by then the pak crews were dead b/c they were surpressed by the stags(wtf!?!) then killed. I killed the 2nd stag cause it was just sitting there with its rear facing my shreck grens but the other 2 retreated >:(. I don't remember how it exactly went but it was something like that.

Also if you are PE how do you kill stuarts when you have little to no fuel? I made an AT HT but its shots kept bouncing of its armor(wtf?). Then I had 2 shreck gren squads but the stuart killed them with canister shot >:(. I didn't have enough fuel to make a Marder either :'(
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#94765

Re: Combat situations

Fishhunterx wrote:
Whats better? Soldier or elite armor?

Elite, by far. Elite armor is more suspectible to flamethrowers but harder to kill using small arms. You get elite armor on some units like KCH, Rangers, (but maybe they have heroic??) Vet 2 Grens, Storms, Vet 2 Support units, etc. Soldier armor comes standard armor on some basic infantry units.
Quote
And is it just me or does the Staghound take forever to kill :P? I had 2 paks and two gren squads with shreck and 4 staghounds charged me (it was a team game, my teammate lost all his units + never recouped and the brit was saving up stags)


I was playing with T17/Staghounds this morning. Did the Stag's have the MG gunner? That adds to their suppression a lot. Were there any units, like Brens or BARs nearby that can suppress?

I'm pretty sure certain types of small arms can penetrate Stags. Paks and Shrecks should be able to kill them easily with rear/side shots. Perhaps you were just unlucky.

Quote
Also if you are PE how do you kill stuarts when you have little to no fuel? I made an AT HT but its shots kept bouncing of its armor(wtf?). Then I had 2 shreck gren squads but the stuart killed them with canister shot >:(. I didn't have enough fuel to make a Marder either :'(


As PE you should generally try to aim for two types of reliable AT. If you are in lack of Fuel, ATHTs and Shrecks are the way to go. Shrecks are pretty powerful with Offensive vet. On the other-hand...ATHTs are not very reliable penetration wise. They can try to tackle light armor but can't stand them face to face. The method I use is to use the ATHT to tread break the Stuart, and close in with shrecks. Canister shot is annoying but by spreading units further apart it becomes much less effective. It's designed to punish blobbing. Also use the ATHT to aim for those rear shots for finishing. My build this morning during a automatch was 2 ATHT's and 2 Shrecks, with a MHT also trying it's best, the combo managed to kill 3 T17s and a sherman (Treadbreak FTW) before I could get my JP5 out.
"Balancers are 10 a penny"
#94767

Re: Combat situations

1: I think I used the wrong name. I mean the armor on Tommies and PG. I think its infanty armor? So whats better? Infantry(hopefully thats the right name) or elite

2: Maybe the Paks missed? I kust know that the paks fired and the stag had around half its health more or less. And yes, they had MG gunner

3: I used tread breaker but 2 engie squad decided to do a suicide repair. They rushed in and under fire from my MHT, repaired it and died but the stuart got away :P
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"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94769

Re: Combat situations

Fishhunterx wrote:
1: I think I used the wrong name. I mean the armor on Tommies and PG. I think its infanty armor? So whats better? Infantry(hopefully thats the right name) or elite

Regarless it's still better. Elite/Heroic is the best in the game, debatable between the two I think.

2: Maybe the Paks missed? I kust know that the paks fired and the stag had around half its health more or less. And yes, they had MG gunner

Paks could have hit the ground near the Stuart but not killed it. It takes about 3 good shots to kill with frontal armor IIRC.

3: I used tread breaker but 2 engie squad decided to do a suicide repair. They rushed in and under fire from my MHT, repaired it and died but the stuart got away :P

That would be why XD

"Balancers are 10 a penny"
#94805

Re: Combat situations

Fishhunterx wrote:
1: I think I used the wrong name. I mean the armor on Tommies and PG. I think its infanty armor? So whats better? Infantry(hopefully thats the right name) or elite

2: Maybe the Paks missed? I kust know that the paks fired and the stag had around half its health more or less. And yes, they had MG gunner

3: I used tread breaker but 2 engie squad decided to do a suicide repair. They rushed in and under fire from my MHT, repaired it and died but the stuart got away :P


PGs and Tommies have Soldier armor.  Soldier armor bonuses are better than Elite armor bonuses.  Its just that the guys who get Elite armor generally have better stats elsewhere, such as more base health.  For example, PGs have Soldier armor which is better than Vet2 Grenadier's Elite armor.  However, Grenadiers have more health per man and get even more health at Vet3, so it just seems like Elite > Soldier.

Currently Staghound is OP by popular opinion because they take a ton of PAK / Shreck shots to kill.
Stuart is also OP in my book because of their early canister rounds.  Both are hard to kill, and the PAK will miss Stuarts now.

Last edited October 22, 2011 at 9:21 PM by Yauz

#94839

Re: Combat situations

How many Paks hits do Stags take? 3? 4? I know M8 and M3 take around 2-3 :P. I think Stuart can take 3-4 Pak hits.

Use mines everyone ;D Its our only chance :P
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#94845

Re: Combat situations

it depends on where the ATG-rounds hit the staghound. without vet they are pretty weak. the power of the staghound is, that it surpresses enemy inf very fast like an heavy mg (especially PE-grens).
#94847

Re: Combat situations

Lets say it was constantly hitting the front of the Stag. How many shots then ???
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#94856

Re: Combat situations

Elite/Soldier/Heroic aren't necessarily "better" than each other, just different.

Elite is very strong generally, giving -25% received accury -25% received damage but snipers cannot miss it (even while retreating) and flamers actually do 125% damage to them, rather than 75% for most other weapons (and accuracy doesn't matter on the flamer).

Soldier gives -40% damage to most small arms, but even greater bonuses against BARs. In fact, BARs get absolutely astonishing reductions vs soldier armour. Soldier is incredibly weak against flames and nades though, which ignore the -40% damage and do a full 100%.

Heroic is generally -15% received accuracy and -25% received damage but is VERY resistant to snipers. Troops with heroic armour also have heroic criticals, which make snipers take several shots to kill a man, and kill criticals from normal shots are less common as well (you have to get their health lower to have the same chance to kill them).
If you get into an argument with me, you're wrong.

Last edited October 23, 2011 at 4:20 AM by GodlikeDennis

#94857

Re: Combat situations

Do you still suggest getting the BAR upgrade vs PE ??? Sometimes I use the surpress ability :P

Does having several rifleman using BAR surpress make surpression go any faster ???
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#94860

Re: Combat situations

Not as your first upgrade. Fast vehicle is ALWAYS a good strat vs PE. Fast nades are actually somewhat useful, as an early suprise nade can actually wipe several squads if used right (PGs love to clump). This is a game winning move. Flamers are very effective vs PGs as well. Going BARs also leaves you very vulnerable to a fast AC or P4, which is fairly common. BARs should only be researched later on if the enemy is using a lot of MP44s or if your rifles REALLY need vet. Basically it is a secondary upgrade that you should get only when you can spare the resources, and shouldn't be a focus of your strat. It's usually very good to go 3 rifle + flamers, fast vehicle, nades & rangers. From here maybe either go M18 or BARs, depending what the enemy does. Rangers are much better vs PGs than BARs are though. Thompsons aren't mitigated by soldier armour, zooks are useful vs PE and Rangers will vet very quickly off PE.

Yes, several suppressive fires at the same time will increase suppression but it's not worth it. Instead just use it on one squad and change targets. The suppression dealt by the squad actually INCREASES in the second half of the ability. It's designed to suppress just one squad for the first half, then switch to other targets in the second half.
If you get into an argument with me, you're wrong.

Last edited October 23, 2011 at 4:28 AM by GodlikeDennis

#94861

Re: Combat situations

GodlikeDennis wrote:
Fast nades are actually somewhat useful, as an early suprise nade can actually wipe several squads if used right (PGs love to clump). This is a game winning move.


LOL Once a PE player tried rushing my rife squad with two 4-man MP44 squads and 1 G43 squad. I threw a nade in front of the squad hoping he wouldn't have time to react. I killed like 6-8 PG and my rifle immediatley vetted up ;D. I had a 2nd rifle squad come in and clean up the rest of the PGs :P I won that game for sure ^-^
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#94862

Re: Combat situations

Yup, pineapples are insanely OP vs PGs and falls.
If you get into an argument with me, you're wrong.
#95130

Re: Combat situations

GodlikeDennis wrote:
Yup, pineapples are insanely OP vs PGs and falls.


Why is that ???. Do they suffer a penalty when facing pineapple nades :P? They must be allergic ;D
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#95132

Re: Combat situations

No but PGs and Falls are balanced with low health, keeping their 40% damage reduction vs small arms in mind. So when something that ignores their armour hits them, such as flames or nades, it simply WTFPWNS their low health.
If you get into an argument with me, you're wrong.
#95138

Re: Combat situations

GodlikeDennis wrote:
No but PGs and Falls are balanced with low health, keeping their 40% damage reduction vs small arms in mind. So when something that ignores their armour hits them, such as flames or nades, it simply WTFPWNS their low health.


Especially because they have less men whom like to clump together. Flamers less so than grenades though, because Flamers are easily gunned down by G43s or MP44s. Molotovs and Incdy nades however are particularly deadly.
"Balancers are 10 a penny"
#95145

Re: Combat situations

TY for that info

I have another Q. Is there a button to make vehicles back up? In C+C if you click the R button and click somewhere at the same time, the vehicle back up to that spot. Does COH have such a button?

I ask b/c often times I have a Puma or AC and Im trying to kite rifleman or rangers but they often insist on turning around even though I telll them to move just a bit backwards >:(
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#95146

Re: Combat situations

Nope, no such key. Spam shift + right click at short intervals in the direction you want to go. I've seen some people use a macro that spams this, making reversing easier.
If you get into an argument with me, you're wrong.
#95148

Re: Combat situations

Why do you click shift ???
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#95149

Re: Combat situations

Fishhunterx wrote:
Why do you click shift ???


lol seriously he just explained? Holding the shiftkey down queues orders, so hold the buttom down and "Spam shift + right click at short intervals in the direction you want to go"

You can use this to make your AC m8 or whatever "back up" fast.
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Last edited October 25, 2011 at 1:54 AM by Snugz

#95150

Re: Combat situations

The shift key is the most important keyboard button in CoH lol. Everything else can be done via mouse. Shift should have a special place in everyone's hearts.
If you get into an argument with me, you're wrong.
#95151

Re: Combat situations

Snugz wrote:
Holding the shiftkey down queues orders


Sorry, I didn't know this :P
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#95152

Re: Combat situations

Wow. Queueing up orders is really important for cutting back on micro.
If you get into an argument with me, you're wrong.
#95153

Re: Combat situations

GodlikeDennis wrote:
Wow. Queueing up orders is really important for cutting back on micro.


I'll have 2 try this next game :P. How's it work? The minute one order finishes the next order takes place ??? Im just guessing :P
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"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#95154

Re: Combat situations

Fishhunterx wrote:
GodlikeDennis wrote:
Wow. Queueing up orders is really important for cutting back on micro.


I'll have 2 try this next game :P. How's it work? The minute one order finishes the next order takes place ??? Im just guessing :P
"Balancers are 10 a penny"
#95157

Re: Combat situations

Yeah exactly like that. Queueing is most useful for capping at all stages in the game and vehicle reversing like we mentioned. You can even queue a retreat order, so you can order a unit to cap a point under fire and queue a retreat. The retreat will occur the exact instant the cap finishes, which can minimise the damage you take.

Queueing can also sometimes be handy when sniping, since you can queue up the exact units you want sniped. It's only really useful when you REALLY don't have time to do it yourself though. The only other practical use I can think of is movement orders, if you need to plan a flank beforehand or want to retreat without running through enemy territory etc.
If you get into an argument with me, you're wrong.
#95159

Re: Combat situations

GodlikeDennis wrote:
Yeah exactly like that. Queueing is most useful for capping at all stages in the game and vehicle reversing like we mentioned. You can even queue a retreat order, so you can order a unit to cap a point under fire and queue a retreat. The retreat will occur the exact instant the cap finishes, which can minimise the damage you take.

Queueing can also sometimes be handy when sniping, since you can queue up the exact units you want sniped. It's only really useful when you REALLY don't have time to do it yourself though. The only other practical use I can think of is movement orders, if you need to plan a flank beforehand or want to retreat without running through enemy territory etc.


I suppose you can use it for Attack-Move Orders along with finding cover. Moving elite units from one piece of cover to another terminating enemy units along the way. I also use it once pios/engies are done capping to double back to base and build the new buildings and get back out there to fight.
"Balancers are 10 a penny"
#95163

Re: Combat situations

Oh, building buildings and especially mines is way easier when using queueing.
If you get into an argument with me, you're wrong.